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> I'd think that an ideal game dev language would be programmer time efficient, reasonably performant and designed for skilled programmers who can handle a lang
by alcover 2y ago
> I'd think that an ideal game dev language would be programmer time efficient, reasonably performant and designed for skilled programmers who can handle a language filled with footguns. Basically a better version of C such as a selective subset of C++ or a Golang without garbage collection.
I agree so much that I've been working on this for a whole year.
There is a sweet spot : non-GC, with pointers (but bounded), inference, basic OOP + tacking, and all the comforts of scripts. All in a good looking syntax without semi-colons.
So you can program fast and get a fast program.
- jpardy 2y agoFor me, this is Odin-Lang, it doesn't meet all the requirements you have listed, but it's ergonomic, fast, and comes with extensive core and vendor libraries. It's all just fun and reasonable. https://odin-lang.org/ https://odin-lang.org/
- alcover 2y agoOh, that's quite on the mark! Nitpicking: I'm not fond of reserving keywords like len or append. len(arr) append(arr, v) Better is arr.len arr.append(v) Also x: [dynamic]int is quite verbose Maybe better would be x: [int] //dyn x: [int,2] //fixed
- Dylan16807 2y agoSeeing presence/absence of semicolons in the list of primary features makes me wary. And it takes a lot of people to make good tooling.
- alcover 2y agoI'm 100% fed up typing those damned semis all the time.. That's the very initial reason I embarked on a dialect of C. (That and strings) They're mostly useless and a visual annoyance.